Class Concepts! Post yours!

PERSONAL FAVORITE!
Spec 1 : Evasive Glass Canon HIGH BURST Cloth armor
Spec 2 : Sacrifise the Evasive aspect and go Heavier armor but STILL hits HIGH BURST
Gets WAY less mobility in the trade for amor as a concept of off-tanking (heavier armor is picked in talent tree) Once picked alot of the movement abilities / Evasive abilties turns into a more grounded aspect.


TIER 6 ARMOR CONCEPT ;


STARTER ARMOR CONCEPT

OFF-SPEC // 2nd Spec Concept - When Evasiveness is sacrifiesed. I love this class idea!!!

SOCIAL ARMOR / VANITY ARMOR CONCEPT

:crossed_swords: The Onibane – Blades of Yamatai

“Speed is mercy. Hesitation is death.”


:open_book: Lore – The Blades of Yamatai

From the storm-lashed islands far east of Khitai come the warriors of Yamatai — a people who worship motion more than gods.
Unlike the disciplined empire of Khitai, the Yamatai live by tempo. Their strongest are known as Onibane, the Wings of the Demon — duelists who forge rhythm, instinct, and killing precision into one art.

They are not assassins, nor monks, nor spellcasters.
They are momentum incarnate — warriors who command the rhythm of battle, forcing foes to fight on their beat or die trying.

Each wields Musashi’s Black Blade, a cursed weapon that hungers for blood — theirs and their enemy’s alike.
Every parry, every dodge, every breath is part of the dance.
And the dance never ends.


:crossed_swords: Combat Philosophy

The Onibane do not defend — they dictate.
Their power is not in armor or sorcery, but in their mastery of timing.
To face an Onibane is to fight inevitability itself — she has already read your movement before you’ve made it.

Theirs is a discipline of precision, speed, and pressure.
They strike first, end fast, and leave silence in their wake.


:drop_of_blood: Core Abilities (Precision Melee / Hybrid DPS)

Iaijutsu Reversal
A lightning-fast counter that punishes mid-swing attackers.
Success resets movement cooldowns and boosts Adrenal Flow.

Adrenal Flow (Class Mechanic)
The heartbeat of the Onibane. Dodges, parries, and crits build stacks of Adrenal Flow.
At max stacks, attack speed and damage increase dramatically — consuming the flow resets the rhythm and triggers Momentum State, a brief period of unstoppable aggression.

Kage Rhythm
Adopt the Dance of Shadows stance, weaving through attacks with superhuman reflex.
Each successful dodge increases Flow generation and opens windows for perfect counters.

Musashi’s Black Blade
Sacrifice a portion of HP to empower your next attack, coating the blade in your own blood.
The next strike inflicts Echo Wounds, delayed spectral cuts that re-open seconds later.

Momentum Cut
Chain three abilities within two seconds to trigger this free instant slash, unleashing a burst finisher that scales with Adrenal Flow.

Onibane Surge (Ultimate)
Enter a five-second trance of heightened senses. Stamina costs vanish, every strike critically hits, and HP drains steadily.
You become pure motion — a living storm.


:drop_of_blood: Path of the Blade (Primary DPS Spec)

“The faster I move, the safer I am.”

Where others wear armor, the Onibane wears speed.
Those who follow the Path of the Blade fight in cloth, with nothing but reflex, precision, and audacity to protect them.

This path is pure flow combat — hyper-aggressive, rhythm-based, and punishingly skill-dependent.
Every parry and dodge fuels your next move; every misstep costs your life.

:eight_pointed_star: Core Identity

  • Armor: Cloth

  • Theme: Precision through aggression

  • Playstyle: Reactive tempo control; first-mover dominance

  • Special Mechanic: Parry Dance — timed parries that increase burst potential based on execution percentage

:drop_of_blood: Signature Traits

  • Parry Dance (Cooldown): Enter a 6-second defensive trance. Each successful parry adds to a hidden Execution Score. When the dance ends, the next ability deals burst damage scaled by your performance (perfect parries = devastating strike).

  • Evasive Flow: Dodges cost less stamina and move farther than other classes, creating a unique rhythm-based movement style essential to PvP survival.

  • Dual Mastery Tree:

    • The Flowing Edge – PvE branch focused on raid and dungeon DPS: sustained precision, long rotations, optimized flow control.

    • The Unseen Tempo – PvP branch focused on reactive fighting, increased mobility, and burst chains from perfect dodges or parries.

Philosophy:
Every dodge is an attack delayed. Every parry is a question answered.
You do not survive by blocking — you survive by moving faster than fear itself.


:shield: Path of the Iron Will (Off-Tank Spec)

“When speed fades, strength remains.”

Not all Onibane remain shadows forever. Some survive long enough to master the weight of steel.
Those who follow the Path of the Iron Will channel their tempo inward — turning reflex into resolve, precision into endurance.

When this path is chosen, the first gift is transformation:
Evasive Flow is replaced by Defiant Form, converting all agility into grit.
Where once you dodged the storm, you now become it.

:eight_pointed_star: Core Identity

  • Armor: Light → Medium progression

  • Theme: Aggressive control through parry and pressure

  • Playstyle: Heavy off-tank DPS with reactive burst and defensive parry chains

  • Special Mechanic: Focus Shift — Evasive Abilities are converted into Parry and Grip abilities automatically when the spec is chosen.

:drop_of_blood: Signature Traits

  • Defiant Form: Replaces Evasive Flow. You can no longer dodge quickly, but gain flat damage reduction and parry power.

  • Sever Grip: Leap or pull an enemy toward you. Costs large energy, but interrupts casting and breaks formations.

  • Iron Reversal: After a successful parry, instantly counterattack with a guaranteed critical hit.

  • Flow Conversion: Each parry increases Flow generation and strengthens the next Black Blade strike automatically — no setup required.

  • Blood Focus: Your Adrenal Flow now enhances armor and damage mitigation instead of speed. The more pain you endure, the stronger you become.

Philosophy:
You are not fast — you are inevitable.
Your blade no longer dances — it dictates.
Where once you killed to survive, now you endure so others may live.


:candle: The Duality of the Onibane

Path Armor Role Style Core Philosophy
Path of the Blade Cloth DPS Fast, evasive, reactive precision “Kill before being killed.”
Path of the Iron Will Light / Medium Off-Tank DPS Parry-based endurance and pressure “Endure. Strike back. Never yield.”

:speech_balloon: In-Game Description

Onibane (Blades of Yamatai)

Forged in the far eastern storms beyond Khitai, the Onibane are duelists who fight not with magic, but with motion.
Their discipline is built on rhythm, precision, and the will to act first.
Some fight as living shadows, relying on speed alone; others wear the storm as armor, standing unbroken amid chaos.

Weapons: Katana
Armor: Cloth / Light / Medium
Roles: DPS / Off-Tank
Difficulty: Very High
Playstyle: Reactive tempo mastery, burst combos, and self-sacrifice for flow control.


:crossed_swords: Creed of the Onibane

“A blade hesitates once — and breaks.
A warrior hesitates once — and dies.
But the rhythm never hesitates.”

:drop_of_blood: Class Concept: Darfari Cannibal

:open_book: Lore
The Darfari are not remembered for empires or monuments, but for the blood smeared across their mouths and the horror they leave behind. Cannibals without shame, they believe that to eat the flesh of an enemy is to bind their spirit, and to drink their blood is to steal their strength. Painted in gore, high on venom and smoke, they descend upon their prey laughing — for battle to them is feast and ecstasy.

Unlike northern warriors who fight for glory, or Stygians who hunger for arcane power, the Darfari fight for one thing: flesh. Flesh to eat, flesh to offer, flesh to burn.


:crossed_swords: Combat Style

  • Role: Melee DPS / Risk–Reward Off-Tank

  • Armor: Bare skin, blood paint, bones, hides

  • Weapons: Primitive spears, ritual two-handed hammers, crude axes, bone knives

  • Theme: Bloodlust, frenzy, fear, endurance, ecstasy


:drop_of_blood: Specs & Paths

Path of Blood Ecstasy (Glass Cannon DPS)

A Darfari in frenzy is more beast than man. They gorge on smoke, venom, and hallucinogenic herbs before battle, their eyes glowing with madness. They hurl themselves at the enemy, armed with spear or hammer, laughing as blood sprays across their painted skin. Fragile, but devastating if unleashed.

  • Extreme burst melee DPS, fragile defenses

  • Gains health and frenzy on kills

  • Fear and hallucination mechanics to disorient enemies

  • Weapons: Spears for reach, 2H hammers for skull-crushing, bone knives for rapid frenzy strikes

Sample Abilities:

  • Venom Trance – Enter hallucinatory state: increased damage, reduced armor.

  • Blood Spear Lunge – Brutal impaling thrust leaving deep bleeds.

  • Mad Howl – Terrifies enemies, boosts nearby allies’ ferocity.

  • Flesh Feast – Devours fallen enemy, restoring health and gaining frenzy.


Path of the Bone Warden (Off-Tank / Frenzy Tank)

The Darfari tank is no wall of steel — they are a storm of bone and terror. Normally, they wield spear and tribal shield, painted with dread masks to sap enemy morale. But when the shield is cast aside and crude axes or bone knives are drawn, they enter a risk–reward frenzy, holding aggro through sheer brutality and fear.

  • Tanking through intimidation, ferocity, and ritual magic

  • Can play defensive with shield & spear (mitigation + morale debuffs)

  • Or go offensive frenzy tank with axes/knives (high damage, fragile, risk of collapse)

  • Survival depends on feeding (cannibal heals) and terror auras to keep foes at bay

Sample Abilities:

  • Bone Shield Slam – Shield bash, stunning and demoralizing enemies.

  • Ritual Cut – Bleed that reduces enemy healing.

  • Mask of Dread – Equip mask/paint to terrify nearby foes, lowering their strength.

  • Cannibal’s Gift – Feast mid-battle, gaining temporary armor and damage boost.

  • Frenzy Breaker (axe/knife only) – Sacrifice all defense to unleash brutal strikes, forcing enemy attention but leaving self exposed.


:drop_of_blood: Shared Tribal Powers

  • Savage Grapple – Leap on enemy, clawing and biting, rooting them.

  • Desert Endurance – Shrug off exhaustion, resisting poison and reducing damage taken.

  • Blood Feast – Kneel and devour a piece of the slain, restoring vitality and boosting endurance.

Ultimate: Wrath of the Cannibal King
For a brief time, the Darfari becomes a living nightmare:

  • All melee attacks hit harder and spread fear.

  • Each kill restores a surge of health.

  • Enemies nearby are weakened by the aura of blood and death.


:shield: Class Identity
The Darfari Cannibal is not a soldier of steel, nor a warlord of order. They are a primal terror, a cannibal who tanks not with armor but with fear, frenzy, and the endless hunger for flesh. Whether laughing in blood ecstasy with a spear, or holding a shield painted with skulls, they are proof that survival is the truest and darkest law of the Hyborian Age.

:snake: Class Concept: The Swamp Warrior


:open_book: Lore

From the deep marshes where fog never lifts and roots twist through stagnant waters, comes the Swamp Warrior.

Not assassin, not priest, not barbarian—yet something of all three. The swamp itself forged this warrior: a survivor who lives on wit, venom, and terrain mastery. The scales of reptiles become armor, the fungi of the mire serve as medicine or poison, and every enemy felled is offered back to the swamp.

Legends whisper that these warriors are of mixed blood—descendants of lost empires like Atlantis or Lemuria, or forgotten tribes from the East. The truth no longer matters. The swamp is their only kin.

To fight a Swamp Warrior is to step into their domain. They lure, they tease, they control the ground beneath your feet. From bowshot in the mist to spearpoint in the chest, every encounter is a trial of cunning and survival.


:crossed_swords: Core Abilities (Low Fantasy – Conan style)

  • Venom Fang Shot – Fires an arrow tipped with swamp poison, dealing damage over time and stacking with repeated strikes.

  • Bog Snare – Hidden trap of reeds and rope; roots enemies who step into it.

  • Reptilian Prowl – Crouched stance, blending into terrain; next strike staggers and deals bonus damage.

  • Swamp Lure – Distracts foes with thrown stones or shards, pulling them into a kill zone.

  • Bloody Impale – Spear thrust aimed at chest or throat, devastating in single combat.

  • Fungal Resurgence – Consumes a rare swamp fungus: restores vitality or releases hallucinogenic spores against enemies.

  • High Ground – Gains increased accuracy and damage from elevated terrain.

  • Sacrifice to the Mire – Finishing move: drags the victim into mud and mire, regaining stamina.


:shield: Discipline Paths

Path of the Venom Fang (Ranged Trapper / Glass Cannon)

  • Specializes in bows, traps, and poisons.

  • Devastating burst damage at range but fragile in melee.

  • Controls terrain and punishes those who chase too far.

Path of the Bloody Trickster (Melee Spearfighter / AoE Burst)

  • Wields spear and knives in brutal close combat.

  • Strong single-target burst and violent AoE sweeps.

  • Inconsistent DPS: overwhelming in short fights, weaker in drawn-out battles.

  • Feints, lures, and punishes mistakes with deadly precision.


:fire: Summary
The Swamp Warrior is a class of cunning and adaptation. Not stealth, but camouflage. Not magic, but knowledge of poison, terrain, and survival. This is the warrior who bends the battlefield to their will—patient, merciless, and treacherous as the swamp itself.

:candle: Class Concept: The Derketo Priest


:open_book: Lore

Where other gods demand devotion through light or order, Derketo whispers in flesh and rot. She is the two-faced goddess—queen of lust in the northern temples of Shem and Stygia, devourer of souls in the southern jungles of Kush.

Her priests walk this knife’s edge, embodying her duality: ecstasy and death. One hand blesses with fertility, the other with decay. In orgiastic rites they grant pleasure beyond sanity; in sacrifice they deliver terror beyond endurance.

Those who follow them into battle witness the paradox of Derketo: beauty masked in bone, healing breath laced with poison, the promise of life hiding the certainty of death.


:crossed_swords: Core Abilities (Low Fantasy – Conan style)

  • Kiss of Derketo – A caress turned deadly. Inflicts poison or drains vitality, depending on stance.

  • Ecstasy of the Flesh – Allies struck by this blessing feel surges of vigor and stamina, but suffer withdrawal when it fades.

  • Grasp of the Grave – Black mist coils from the priest’s hands, rooting and choking enemies as if dragged into the grave.

  • Feast of Lust – Restores the vitality of allies in a circle, draining from nearby foes.

  • Mask of the Goddess – Shifts visage: one side luminous beauty, inspiring allies; one side skull and rot, terrifying enemies.

  • Venomous Sermon – Calls upon serpents and insects of the swamp to harry foes, biting and spreading toxin.

  • Blessing of Duality – Random boon: fertility (heal & stamina) or death (damage & debuff). The priest does not choose; Derketo does.

  • Avatar’s Breath – Channels Derketo’s avatar for a moment, exhaling black gas that kills enemies or green vapors that heal allies.


:shield: Discipline Paths

Path of Ecstasy (Support / Healer DPS Hybrid)

  • Focused on lust and fertility aspect.

  • Buffs stamina, provides healing through sensual rites and intoxicating chants.

  • Damage comes through poison and slow drain, never direct brute force.

  • Fragile, but sustains allies and weakens foes with debuffs.

Path of Decay (Corruptor / Damage-over-Time Caster)

  • Embodies death and rot aspect.

  • Black mists, toxins, skeletal imagery—spreads DoTs and curses.

  • Strong area denial with poison clouds and debuffs.

  • Self-healing from sacrificed foes, but weak in raw burst damage.


:fire: Summary
The Derketo Priest is a paradox given flesh. No armored guardian, no disciplined templar—they thrive where pleasure turns to pain, where breath becomes poison.
To fight one is to feel your body betray you—lungs filled with ecstasy, veins with venom. To follow one is to be lifted beyond mortal limits, until the goddess demands her due.

COULD ALSO BE A RAID BOSS; BUT HEY I GIVE IT A GO!

:crystal_ball: Class Concept: The Witch Queen


:open_book: Lore

Long before the fall of Lemuria, a dynasty of sorceress-queens ruled with masks of gold and voices like tides. The last of them, remembered only as the Witch Queen, bound her soul to jade and black stone, ruling her palace long after her flesh had withered.

The Witch Queen serves the god Dagon, master of the deep. Her power is not fire or storm but the sea itself: the pull of the tide, the illusions of water, and the drowning grip of the abyss. Her servants are drowned warriors, her voice is the whisper of waves in the dark, her touch both alluring and suffocating.

Where she walks, illusions shimmer like reflections on water. To follow her is to kneel to majesty. To face her is to drown standing.


:crossed_swords: Core Abilities (Low Fantasy – Conan style)

  • Tide of Illusions – Summons watery mirages of drowned soldiers that lash out before fading.

  • Dagon’s Embrace – A wave of jade-green energy bursts forth, knocking enemies back as if struck by the sea.

  • Mask of the Queen – Donning the ritual mask reveals her dual nature: allies see her as radiant, gaining morale; enemies see the abyss, suffering fear.

  • Pull of the Deep – Channels the abyss to root foes, dragging them as if into the depths.

  • Phantom Current – Creates a shimmering tidefield; enemies move slower, allies slip through faster.

  • Song of Lemuria – Chants an ancient hymn, restoring stamina and healing allies, but draining her own vitality.

  • Drowned Revenant – Summons a spectral drowned warrior to fight briefly before dissolving into water.

  • Final Tide – Ultimate ability: summons the vision of Dagon’s abyss, flooding the area with green-black waves. Enemies drown in illusions and suffocate, while allies are healed by the sea’s blessing.


:shield: Discipline Paths

Path of the Abyss (Debuff / Control Caster)

  • Focus on illusions and drowning magic.

  • Enemies are slowed, rooted, and terrified by watery phantoms.

  • Weak direct damage but devastating control over the battlefield.

  • Thrives in drawn-out fights where attrition and illusions break morale.

Path of the Tides (Support / Buff Caster)

  • Embodies the life-giving aspect of the sea.

  • Provides stamina regeneration, morale boosts, and minor heals.

  • Excels at supporting groups with mobility buffs and rallying presence.

  • Sacrifices personal power to elevate allies.


:fire: Summary
The Witch Queen is an elite Lemurian sorceress, straddling the line between illusion and reality, majesty and terror. She does not hurl fire or raise skeletons—she drowns minds in visions and bends the battlefield like a tide.

To face her is to fight the sea itself. To follow her is to kneel before a queen long dead, yet never gone.

Your typical Mage & Rogue concept but as one Class, not two.

:scorpion: Disciple of Skelos


:open_book: Lore
The disciples of Skelos are no cloistered sorcerers—they are killers of the cult. Forged in blood and fire, they walk the line between rogue assassin and ritual sorcerer. Some take to the knife, weaving illusions into their strikes; others burn with forbidden rites, hurling gore and fire as they carve runes in the air.

Whichever path they walk, they are bound to Skelos: a god that demands blood, secrecy, and sacrifice. To fight one is to choke on venom and ash. To follow one is to bleed willingly, knowing the ritual is never without cost.


:crossed_swords: Core Abilities (usable by both specs)

  • Ritual Scar – Sacrifice HP to fuel next spell or strike.

  • Mirage Step – Dash that leaves an illusory double to mislead enemies.

  • Scorpion Mark – Brand target with Skelos rune, amplifying damage from poison and fire.

  • Ashen Veil – Cloud of smoke and sand reduces enemy accuracy.

  • Ritual Execution – Finisher: ignites Skelos runes on the victim’s body, detonation in fire & venom.


:fire: Path of the Ashen Flame (Caster – Kite & Run Explosive Mage)

  • Playstyle: Dark ritual sorcerer. Runs, kites, and bursts enemies with blood-empowered fire/venom magic.

  • Combat feel: Think WoW fire mage but gritty Conan style → not flashy fireballs, but gore-infused fire runes, exploding blood, venomous blasts.

Abilities:

  • Bloodfire Surge – Channels own HP to hurl a volatile rune that explodes in AoE.

  • Venom Gale – Cone of toxic mist, slows and damages enemies over time.

  • Scorching Mirage – Creates fiery afterimage that explodes when struck.

  • Chains of Obsidian – Roots enemy with burning shackles.

  • Infernal Offering – Sacrifice health to massively buff next AoE spell.

Spec identity:

  • Strength: Huge AoE, burst damage, strong kiting tools.

  • Weakness: Extremely fragile, relies on self-harm mechanics to reach full power.


:dagger: Path of the Serpent Fang (Melee – Rogue-like Trickster)

  • Playstyle: Dagger-wielding cult assassin. Fast, evasive melee that uses illusions, smoke, and venom to control the fight.

  • Combat feel: Less stealthy than Assassin, but more ritualistic trickster – outplays with feints, mirages, and venom strikes.

Abilities:

  • Venom Fang Strike – Twin-dagger combo, stacking poison DoTs.

  • Sand Mirage – Short vanish leaving illusory doubles that confuse enemies.

  • Rune Trap – Places hidden glyph that explodes in venom/fire when triggered.

  • Scorpion’s Grasp – Grapple with spectral scorpion tail, pulling target in.

  • Blade of Ashes – Enchants daggers with volcanic heat, next crit causes fiery burst.

Spec identity:

  • Strength: Control, attrition, trickery. Can lock down enemies and bleed them out.

  • Weakness: Lower burst than Assassin, fragile if pinned down.


:fire: Summary
The Disciple of Skelos is a hybrid class that can either:

  • Burn the battlefield with explosive ritual sorcery (Ashen Flame), OR

  • Stalk prey with venomous blades and illusions (Serpent Fang).

They thrive on sacrifice, cunning, and ritual blood magic. Unlike any other AoC class, they bridge the gap between rogue and mage, all while dripping with Conan’s signature gore and shadow.

ANTI-SUPPORT

:drop_of_blood: Class Concept: The Oathbreaker


:open_book: Lore

Not all warriors die with honor. Some abandon their vows, betray their kings, or forsake their gods. These broken men and women, cursed by their treachery, are bound to rituals of blood and shadow. They are called Oathbreakers.

Where guardians uphold shields and banners, the Oathbreaker thrives in betrayal. They are knights without masters, mercenaries of damnation, wielding curses like blades. Their strength is not loyalty but subversion—turning enemy’s power against themselves, draining allies of life to survive, and reflecting death where it came from.

To fight an Oathbreaker is to fight yourself. Every strike you land, every blessing you take, can be turned back upon you. They are the shame of armies, the cursed steel of broken vows.


:crossed_swords: Core Abilities (Low Fantasy – Conan style)

  • Betrayer’s Pact – Swap HP values with an ally or enemy. The strong become weak, the weak stand again.

  • Curse of Treason – Steals 1 active buff from the target and corrupts it (ally buff becomes self-buff, enemy buff becomes debuff).

  • Blood Oath – Marks a target; part of their damage is redirected back to them.

  • Wither Shield – Channels a spectral shield that absorbs damage, then bursts outward as a weakening curse.

  • Broken Vow – Sacrifices stamina to reflect incoming damage for a short time.

  • False Loyalty – For a brief moment, allies healed nearby instead feed the Oathbreaker.

  • Chains of Betrayal – Tethers two enemies together; damage dealt to one also wounds the other.

  • Echo of Treachery – Ultimate: Reflects the last ultimate or strongest ability used by the enemy, twisting it into a corrupted version under the Oathbreaker’s control.


:shield: Discipline Paths

Path of the Black Guard (Corrupt Off-Tank)

  • Role: Uses betrayal magic defensively.

  • Absorbs buffs, reflects damage, punishes enemies for hitting them.

  • Can step into frontline, but feeds on group resources to survive.

  • Strength: Stays alive by corrupting enemy strength. Weakness: Lower group protection than a Guardian.

Path of the Traitor’s Blade (Cursed DPS/Anti-Support)

  • Role: Rogue-knight hybrid.

  • Uses curses, swaps, and buff-stealing to dismantle enemies.

  • Excels at punishing enemies who rely on buffs/healing.

  • Strength: Strong vs magic- and buff-reliant classes. Weakness: Fragile if left exposed.


:fire: Summary
The Oathbreaker is a curse-knight archetype unlike anything in Age of Conan. Neither pure tank nor DPS, but an anti-support manipulator. They thrive in betrayal, redirecting life, stealing strength, and reflecting power.

Where others hold the line, the Oathbreaker erodes it. Where others give, the Oathbreaker takes.

They are the blade that turns in your hand—the curse of treason made flesh.

PERSONALLY REALLY COOL CONCEPT OF TRADER SPEC

:scorpion: Class Concept: The Zamorian Veil


:open_book: Lore

Zamora is a land of shadows, silk, and secrets. Known for its thieves, dancers, and silent assassins, its people live on the edge of survival in cities where every coin, every glance, every step can mean life or death. From the alleys of Shadizar to the caravans crossing Shem, there are those who wear many masks—thieves by night, traders by day, and dancers in the halls of kings.

They are called the Zamorian Veil. Masters of deception and dual identity, they move unseen where armies clash and guilds scheme. One moment, they are blades in the dark, striking with surgical precision. The next, they are smiling merchants, spilling coins and laughter to disarm suspicion. And when the drums beat, they are dancers—flowing bodies that charm, distract, and break the will of men.

To fight a Veil is to never know who your true enemy is—until the dagger is already at your throat.


:crossed_swords: Core Abilities (Low Fantasy – Conan Style)

  • Veil of Coin – Throws a handful of coins, distracting enemies (brief blind/interrupt) while buffing allies’ morale.

  • Silent Step – Dodge/evade ability, slipping into shadows without turning invisible (camouflage and footwork).

  • Blade’s Kiss – A precise strike with a slender blade; low damage baseline but criticals pierce armor.

  • Feign Folly – Act drunk, dance, or stumble → lowers enemy accuracy but drains your stamina/HP.

  • The Mask Slips – Reveal hidden daggers for a burst of deadly strikes, before resuming the act.

  • Distracting Flourish – A mock-dance mid-combat; allies gain a short buff to crit/dodge while the Veil becomes exposed.

  • Cutpurse’s Trick – Steal a buff or small resource from the enemy and convert it into a quick self-heal.

  • The Final Jest – Ultimate: If killed, the Veil collapses in apparent death—but rises once more with a mocking laugh, leaving a phantom double that distracts enemies for a few seconds.


:shield: Discipline Paths

:dagger: Path of the Shadow Fang (Thief / Duelist DPS)

  • Role: Classic Zamorian thief: precision strikes, poisons, ambush duels.

  • Squishy, but deadly in 1v1.

  • Specializes in knives, daggers, and ambush mechanics.

  • “Catch me in the alley, and I’ll kill you before you can call for help.”


:money_bag: Path of the Gilded Mask (Trader / Trickster Support-DPS)

  • Role: The hidden identity—merchant by day, duelist by night.

  • Wields a slender blade (rapier-like) with precision strikes.

  • Combat identity: Appears foolish, even harmless, acting drunk or playful to confuse enemies.

  • Support mechanics: Their “foolishness” distracts enemies, reducing enemy focus, while buffing allies with morale and tempo.

  • Costs their own stamina/HP, as pretending weakness takes a toll.

  • Style = risk-reward distraction gameplay: survive by dodging, parrying, and making enemies underestimate you.


:woman_dancing: Path of the Silk Veil (Dancer / Support)

  • Role: Supportive enabler, weaving distraction and inspiration.

  • Combines rhythmic combat moves with buff/debuff effects.

  • Boosts allies’ stamina regen, crit, or movement speed through dance-like flourishes.

  • Debilitates enemies with charm, allure, or distraction (lowering accuracy, breaking formations).

  • Fragile, but hard to pin down, always flowing across the battlefield.

  • “The last thing you’ll see is her smile before the blade.”


:fire: Summary
The Zamorian Veil is not just a thief, not just a dancer, not just a trickster—they are all three at once. Masters of duality and deception, they blur the line between survival and performance. Where other classes win through strength, the Veil wins through misdirection, guile, and timing.

They embody Zamora itself: the shadow, the silk, the smile, and the dagger.


Best way to depict the two specs ; the black outfit is the DPS spec & the red is the tank spec

Wow, you did a fantastic job ! I would love to see some new classes added in the game :smiley:

Thank you so much!
I hope to see some more wild ideas in here :slight_smile:

Nice and interesting! But I would be more attracted to the Cimmeria and Nordheim classes…

id love to see some ideas on it, I dont know much about them myself
I thought barbarian and such was already very cimmerian but if there are others, i’d love to see an idea from ur pov, its always good with some inspiration :slight_smile:

Maybe a classe with a spear like a wolf or bear hunter, animal pelt, bear/wolf teeth necklace, … ?

Well, actually, I’m working on a fan project, sort of like AoC2 with ChatGPT (nothing real), and I’m currently going through all possible sources about Hyboria.

Amazing, let us know about your work when it’s done, and if we can help for something … :wink:

:crossed_swords: Class Concept: The Cimmerian Beastcaller

:open_book: Lore

From the snow-clad peaks of Nordheim to the misty forests of Cimmeria, there are men and women who live closer to the wild than to civilization. They are hunters, shamans, and warriors who wear the hides of wolves and bears, calling upon their spirits for strength.

To outsiders, they appear savage—clad in pelts, necklaces of teeth, and wielding long spears carved with tribal markings. To their people, they are guardians of balance, standing between beast and man. The Beastcaller fights with the ferocity of the wolf and the endurance of the bear, invoking primal powers that blur the line between hunter and hunted.

When a Beastcaller enters battle, it is said that the howls of wolves echo in the wind, and the ground shakes with the tread of a great bear.


:crossed_swords: Core Abilities (Low Fantasy – Conan Style)

  • Spear Thrust – Basic attack; precise, long-reach strikes with the spear.

  • Howl of the Pack – Rallying shout; nearby allies gain increased stamina regen.

  • Bear’s Endurance – Temporary defensive buff, reducing damage taken while slowing movement.

  • Wolf Pounce – Leap onto an enemy with savage speed, stunning briefly.

  • Hunter’s Mark – Throws a carved totem or bone spear, marking a target for increased crit chance by allies.

  • Savage Rend – Sweeping spear attack that tears through multiple foes.

  • Call of the Wild – Summons spectral wolves or a bear spirit for a short duration, harassing enemies.

  • Totem of Teeth (Ultimate) – Plant a tribal totem surrounded by spectral beasts; enemies inside take heavy pressure damage while allies gain stamina and morale.


:shield: Discipline Paths

:wolf: Path of the Wolf Fang (Mobile DPS)

  • Fast, agile skirmisher using leap, stuns, and spear thrusts.

  • Excels at chasing down fleeing enemies or striking from the flank.

  • Wolf-inspired mechanics: high mobility, bleed effects, critical bursts.

:bear: Path of the Bear Heart (Tank / Bruiser)

  • Slower, sturdier combatant wrapped in bear pelts.

  • Focused on damage reduction, self-healing, and crowd control.

  • Bear-inspired mechanics: massive endurance, resilience, and protective roars.

:wood: Path of the Spirit Caller (Support / Hybrid DPS)

  • Tribal mystic who uses totems and chants.

  • Buffs allies with primal power, summons spectral beasts for utility.

  • Style = battlefield controller with morale buffs and spirit magic.


:fire: Summary
The Cimmerian Beastcaller is a primal spear-wielding warrior who bridges the gap between man and beast. Agile yet enduring, feral yet spiritual, they embody the wilderness of the north. Whether striking like a wolf, enduring like a bear, or channeling ancestral spirits, the Beastcaller offers a uniquely savage style of play that fits perfectly into the world of Conan.

@Genesyxx & @methoz

share some screenshots, what are u building in? :slight_smile:

That’s exactly what i had in mind ! Great job ! :smiley:

Polearms ,daggers and bows for the weapons and for the armor cloth, light and medium ?

yeah I didnt have much to go off in terms of the discribtion so I went ahead and tried my best with what I had :slight_smile: Could be a medium armor as fur / hide